ff_2fat
Hi guys,
I made a map... this is still very much a work in progress, but im happy enough with it to release for beta testing. Security controls lasers & drawbridge. Please let me know what you guys think needs to be bigger / smaller / longer / shorter etc... I do plan on changing the following already: Add ramps to cap point. New flag and cap point models. Add ladder to battlements on ramp-room side. Redesign midmap (maybe add a center island). Retexture everything Add signs Some Pics: http://suzysworld.site.nfoservers.co...-21_00001s.jpg http://suzysworld.site.nfoservers.co...-21_00002s.jpg http://suzysworld.site.nfoservers.co...-21_00003s.jpg Download: http://suzysworld.site.nfoservers.co...at_b12.bsp.bz2 http://suzysworld.site.nfoservers.co...at_b12.lua.bz2 Feedback please? =) -Suzy |
Lighting makes a pretty insane visual improvement to any map, as I'm sure you know. But it also goes a long way in helping a player judge depths and distances, corners and angles and such, so even some basic lighting would be useful for play testing. It's also a little easier on the eyes, I think playing on full bright maps for too long can put a strain on them.
Edit: I never could get homie to light any of his dumb maps, which is a shame because they really probably would look quite nice. |
As FDA said, lighting is extremely important piece of the map.
http://www.tophattwaffle.com/lightin...cks-and-hints/ |
Okay made a few adjustments so i thought i'd update you guys.
Completely new midmap design, carved new ramps for sec and ramp room, added a ladder to battlements and changed a bunch of textures. I also added some basic lighting which i am yet to position and color properly... there will also be models added for light sources (im still learning all this mapping stuff). Also added cubemaps everywhere. Some Screens: http://suzysworld.site.nfoservers.co...at_b60001s.jpg http://suzysworld.site.nfoservers.co...at_b60004s.jpg http://suzysworld.site.nfoservers.co...at_b60007s.jpg One thing i would like to know... is it possible to disable detpack placement in certain areas, akin to the nobuild resctricted areas enforced upon engineers? After a few playtests i realised my entire flagroom is vulnerable to offense detpacks. |
Updated to b12, a few minor tweaks, new doors added some signs, areaportals and a couple of hint/skips.
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Quote:
http://www.fortress-forever.com/wiki...rigger_ff_clip edit: or, block_buildableweapons |
oh wait, I think that wouldnt do what you want, would force det to clip in the upper area and look stupid probably
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well, I checked and nobuild doesnt check for detpacks which surprised me
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Dont carve
Not sure if when you said you were carving you meant that you were using hammers carve feature. If so that is a bad idea. Interlopers has a ton of great mapping articles on this and many other points.
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